I love the smell of UnrealEd crashing in the morning. – tarquin

Difference between revisions of "Legacy:Console Commands/Debugging Console Commands"

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|EditActor Class=<classname>
 
|EditActor Class=<classname>
 
|Displays an editable property sheet for the property values of the nearest actor of the given class.
 
|Displays an editable property sheet for the property values of the nearest actor of the given class.
|<tt>EditActors Class=RocketLauncher</tt>
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|<tt>EditActor Class=RocketLauncher</tt>
 
| style="text-align: center" |No  
 
| style="text-align: center" |No  
 
|-
 
|-
 
|EditActor Name=<classname>
 
|EditActor Name=<classname>
 
|Displays an editable property sheet for the property values of the given actor. (You may have to run UT2003 with the <code>-makenames-</code> command line parameter to have it assign unique names to every dynamically spawned actor.)
 
|Displays an editable property sheet for the property values of the given actor. (You may have to run UT2003 with the <code>-makenames-</code> command line parameter to have it assign unique names to every dynamically spawned actor.)
|<tt>EditActors Name=xPlayerReplicationInfo0</tt>
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|<tt>EditActor Name=xPlayerReplicationInfo0</tt>
 
| style="text-align: center" |No  
 
| style="text-align: center" |No  
 
|-
 
|-
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See also [[Legacy:Debugging Techniques|Debugging Techniques]]
 
See also [[Legacy:Debugging Techniques|Debugging Techniques]]
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'''Note:''' if your EditActor windows were to not appear even if you don't get any error mesage, they are probably displayed somewhere, far away... ; in user.ini, in [WindowPositions], change the values of EditActor by EditActor=(X=748,Y=108,XL=352,YL=512)
  
 
''' Some Idiot named h/Z:''' What about rmodes? like the wireframe or the portal views?
 
''' Some Idiot named h/Z:''' What about rmodes? like the wireframe or the portal views?

Latest revision as of 15:40, 17 February 2022

What follows is a definition of all of the debugging console commands that are in general use across all versions of the Unreal Engine. The Cheat Manager column only applies to UT2003/4. In other incarnations of the Unreal Engine it is enough to be logged in as admin and have cheats enabled on the "server".

Command Description Example CheatManager?
JUMPTO <x> <y> <z> In UnrealEd, move the viewport to a certain location, useful in conjunction with tester reports generated with the REPORT command. JUMPTO 0 0 0 n/a
ShowDebug Lists lots of info about the actor. See ShowDebug for more. See "Using DisplayDebug" on Debugging Techniques for an explanation on how to add your own information to ShowDebug ShowDebug No
ShowLog Shows the last lines of the ongoing game log in a separate window. ShowLog No
LogScriptedSequences Toggles on/off the logging of AI scripts. LogScriptedSequences Yes
Graph Show Displays a graph with different values plotted as lines Graph Show No
PlayersOnly Toggles the update (tick) of non Player actors (like bots and projectiles). PlayersOnly Yes
SloMo <value> Set the engine speed relative to normal speed. SloMo 0.5 Yes
Set Set the value of all objects of a given class (and all of its subclasses, 1st param) and the class default values themselves to the value passed (2nd param). Set MyObject bVar False No
EditActor Class=<classname> Displays an editable property sheet for the property values of the nearest actor of the given class. EditActor Class=RocketLauncher No
EditActor Name=<classname> Displays an editable property sheet for the property values of the given actor. (You may have to run UT2003 with the -makenames- command line parameter to have it assign unique names to every dynamically spawned actor.) EditActor Name=xPlayerReplicationInfo0 No
EditDefault Class=<classname> Displays an editable property sheet for the default values of the given class. EditDefault Class=LinkProjectile No
EditObj <objectname> Displays an editable property sheet for the given object. Like EditActor, but works for non-Actor objects too. (See EditActor.) EditObj xDeathMatch0 No
render blend This toggles the rendering of normals on meshes, for skeletal meshes, they are colored with the number of influences (green =1, red=2, pink=3, light blue=4, white for 5+ ) rend blend No
render bone Toggles the rendering of bones (suppresses rendering the regular mesh), where each bone's origin shows the local coordinate system with a small axis system, X,Y,Z = red,green,blue. Also, a purple 'root' line is drawn from the mesh's local space origin to the the 0th/root bone rend bone No
ReviewJumpSpots [Transloc/Jump/Combo/LowGrav] (only UT2004? Answer needed) Spawns a bot that will try moving towards all JumpSpots. The parameter specifies, whether the bot should use the translocator, impact jumping + double jumping, the speed adrenaline combo or low-grav while testing the JumpSpots. If no parameter is specified, the bot will perform perform test runs for all four conditions. ReviewJumpSpots Jump Yes

Warning: To use the property sheets you must be running the game in windowed mode. If you are in fullscreen mode, hit Alt+Enter.

Warning: The game may crash when you try to look at the property of some classes, for instance Controller subclasses.

Remember that the toggle commands can be bound to a key (see Binding Keys). Example:

 set input G PlayersOnly

See also Debugging Techniques

Note: if your EditActor windows were to not appear even if you don't get any error mesage, they are probably displayed somewhere, far away... ; in user.ini, in [WindowPositions], change the values of EditActor by EditActor=(X=748,Y=108,XL=352,YL=512)

Some Idiot named h/Z: What about rmodes? like the wireframe or the portal views?

EricBlade: What's the "REPORT" command mentioned on top?

Wormbo: Seems to copy a short report to the clipboard.